AActor::GetCanBeDamagedPropertyName
#include "GameFramework/Actor.h"
Access: public
Specifiers: static
Description
Returns the FName of the `bCanBeDamaged` UPROPERTY, allowing subsystems to reference the property by name without hard-coding the string.
Caveats & Gotchas
- • This is an engine-internal accessor intended for use by replication, serialization, and editor tooling. Most gameplay code should use `CanBeDamaged()` and `SetCanBeDamaged()` instead.
- • Uses `GET_MEMBER_NAME_CHECKED` under the hood, which will generate a compile error if the underlying member is ever renamed — this is by design to prevent stale string references.
Signature
static const FName GetCanBeDamagedPropertyName() Return Type
const FName Example
Look up the property via reflection C++
FProperty* Prop = AActor::StaticClass()->FindPropertyByName(
AActor::GetCanBeDamagedPropertyName()
);
check(Prop != nullptr); Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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